Theravi was born in a small village nestled away in the east somewhere. They did have some unusual rituals (like the 'everyone whose name ends in Y put a duck on your head at precisely midnight at least once a month' ritual), and most of their money came from, like, pilfering tombs and selling the shiny stuff, but all in all, they were happy. Theravi, the oldest son of the lorekeeper of this little village, looked like he was going to follow in his father's footsteps- indeed, he displayed such a talent for figuring things out that people began to bring him all sorts of strange things that they found, including (among many smaller wonders) a silver bow that nobody could use properly (which Theravi kept, and kept ammunition for, just on the off-chance he'd get the damned thing to work for him, unlikely as it was). Theravi did have this unfortunate problem of being insatiably curious, though. He would wander out farther from the village each time he did, and eventually found himself in the middle of a wicked storm, too far away to get back.

So what did he do? Some people might cry and give up, like bitches, but Theravi is made of stronger stuff. The first thing he did, before the storm really hit hard, was try to warn everyone. That didn't exactly work- he's not the most personable of people- but a few people listened, and it only took a few minutes of searching to get them tucked safely away. He could have hid himself as well, at this point, but decided instead to go back and try to get the rest of the caravan. Prooobably a bad idea. Most of them died before he could get to them, and a few more died while he was trying to lead them back to shelter. It was only through many epically awesome feats of awesome that he managed to survive!

Theravi is a little bit haughty, to tell the truth. He's used to being the smartest person around, and will act accordingly. He doesn't suffer fools gladly, although if someone shows a willingness to learn, he's more than happy to be a teacher- the only thing that really gets to him is purposeful ignorance, or someone dumbing themselves down on purpose. Theravi is also incredibly curious about all things, and as a result asks a lot of questions, even beyond a point where other people would just let it go. He likes having explanations for things. If one doesn't exist, he'll make it up himself.

Otherwise, though, Theravi can be kind of socially dense. He's kind of awkward, kind of bookish ... he's very kind, but not exactly a smooth operator. In fact, while he can pretend not to notice subtle attempts at manipulation, a social confrontation RIGHT UP IN HIS FACE tends to make him break down and flail and stutter. It's kinda cute, except if it endangers a mission ('Hi' 'NO I'M NOT A LUNAR WHAT DO YOU MEAN AAAH').

Theravi is around 5'8, with silvery-white hair, going black around the tips (unless you can't see his Tell) and coming to about chin-length. On the left side, it's slightly shorter, cut to just around his ear. His bangs are usually in his eyes, which are a grey-blue sort of color. His build is pretty skinny, although his arms are muscled from drawing a bow, and his skin is a healthy brown from being outside in the sun a lot.

Background 1: Taboo ●●●●
( Can never kill anyone while they're wearing all white;
Must always sleep at least a foot off the ground;
Must bury at least part of every personal kill;
Can never stand in another person's shadow for longer than ten minutes at a time. )
Background 2: Resources ●●●
Background 3: Artifact ●● (Short Powerbow)
Background 4: Followers ● (A group of people that he managed to hide from the storm before it got bad.)
Background 5: Heart's Blood ●
Background 6: Artifact ●●●●● (BOOK)
Background 7: Artifact ●● (ARMOR)

Lunars with this Charm obey their instincts, saving themselves from failure. A character’s player may activate this Charm after making a roll based on the relevant Attribute. She then makes the roll again, using the new result if she prefers. The Lunar can use this Charm to enhance static values based on the relevant Attribute. Doing so doubles the character’s Attribute for one instant or task, increasing applicable Defense Values by half the relevant Attribute.

FINDING THE NEEDLE’S EYE

Cost: 2m or 3m; Mins: Dexterity 4, Essence 2;

Type: Reflexive (Step 2)

Keywords: Combo-OK

Duration: Instant

The Lunar stops a ranged attack before it nears him. Invoked when the character is the target of a ranged attack, the Lunar forfeits his Defense Value to make an active attack in return to deflect or destroy the incoming attack. He might bat a chakram out of the air with his sword or fire one arrow to smash another. The player rolls (Dexterity + relevant Ability) at difficulty (attacker’s Dexterity). If the attack strikes the projectile, resolve damage. The damage may be enough to destroy the projectile outright—arrows are particularly fragile—completely negating the incoming attack. Assuming the projectile survives, each die of the Lunar’s raw damage still reduces the incoming attack’s damage by one die. The force of this defense can disrupt even projectiles that cannot be “destroyed,” such as gouts of flame from firewands and blasts of Essence. At Essence 3 or higher, a character may spend three motes on this Charm to defend another character against ranged attacks, if he himself has some way to attack at the proper range.

Lunars with this Charm consistently apply their base potential to solve problems. The character’s player may invoke this Charm when making a roll based on the relevant Attribute. The character spends up to (Attribute) in motes, adding one success to the roll for every two motes. Each success purchased with this Charm is the equivalent of two dice purchased with the First Excellency or another dice-adding Charm. This Charm can enhance unrolled uses of the relevant Attribute, just as the First Excellency. Each two motes spent increases the Attribute by two for an instant action or task, functioning just as a single rolled success with the First Excellency. Essence Triumphant may be Comboed with the First Excellency, but it can never be used on the same roll as the Third Excellency.

WOLF EYE ADVANTAGE

Cost: 1m; Mins: Perception 3, Essence 1;

Type: Supplemental

Keywords: Combo-OK

Duration: Instant

This Charm supplements any action. For that single action, the character ignores all penalties that arise from obscured vision or dulled senses.

KEEN (HEARING/TOUCH) TECHNIQUE

Cost: 3m; Mins: Perception 3, Essence 1; Type: Reflexive

Keywords: Combo-OK

Duration: One scene

+2 Bonus successes on Awareness actions that use the relevant senses. Also allows the character to clearly perceive sensory impressions that are normally too faint for human sense to observe at all.

The character can gauge the quality of fabric with a touch. He reduces the external penalty to target unseen characters to -1 and the internal penalty from blindness to -2. He can hear conversations normally through thick stone walls. With a legendary success, he can read by touch.

HEIGHTENED (HEARING/TOUCH) METHOD

Cost: 2m; Mins: Perception 4, Essence 2; Type: Reflexive

Keywords: Combo-OK

Duration: One scene

Activating this Charm doubles any successes the Lunar earns on appropriate Perception rolls before applying external penalties, to a maximum of (Perception) additional successes. Characters in the form of an animal renowned for one of its senses (a bloodhound for scent, an eagle for vision, etc.) double the successes without limit for that sense.

Lunars with this Charm consistently apply their base potential to solve problems. The character’s player may invoke this Charm when making a roll based on the relevant Attribute. The character spends up to (Attribute) in motes, adding one success to the roll for every two motes. Each success purchased with this Charm is the equivalent of two dice purchased with the First Excellency or another dice-adding Charm. This Charm can enhance unrolled uses of the relevant Attribute, just as the First Excellency. Each two motes spent increases the Attribute by two for an instant action or task, functioning just as a single rolled success with the First Excellency. Essence Triumphant may be Comboed with the First Excellency, but it can never be used on the same roll as the Third Excellency.

Lunars with this Charm consistently apply their base potential to solve problems. The character’s player may invoke this Charm when making a roll based on the relevant Attribute. The character spends up to (Attribute) in motes, adding one success to the roll for every two motes. Each success purchased with this Charm is the equivalent of two dice purchased with the First Excellency or another dice-adding Charm. This Charm can enhance unrolled uses of the relevant Attribute, just as the First Excellency. Each two motes spent increases the Attribute by two for an instant action or task, functioning just as a single rolled success with the First Excellency. Essence Triumphant may be Comboed with the First Excellency, but it can never be used on the same roll as the Third Excellency.

By spending an extra mote, the character may change shape as a Speed 3 action instead of a normal miscellaneous action, which is Speed 5. He can change more quickly between any two forms for the extra cost.

Flawed Virtue: ConvictionVirtue flaw: CONVICTION-BASED VERSION OF CURSE OF THE WHIPPED DOG, ESSENTIALLY. Conviction snaps until he can't make any decisions or do anything anymore. Can't make his own decisions, just does what other people tell him, can't attack people in battle.Partial Control: The character may choose to flee from a situation immediately rather than deal with the consequences of taking actions, even those proposed by others. He still feels a compulsion to obey, but balances it with concern for what others might think.Limit: □□□□□ □□□□□